Invisibility and Blocking Rooms

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Kas
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Joined: 04 Mar 2010 17:54

Re: Invisibility and Blocking Rooms

Post by Kas » 14 Jan 2014 19:38

Windemere wrote:Part of the problem here is that a variety of other mechanisms for bypassing/getting around certain things have been removed.

3. Invisibility does not mean you are non-corporeal. You still have a body, you have just shifted yourself to a plane where you cannot be seen. If you want to argue you are in "another realm" when invisible, that is fine, but there should be some ramifications that come with that. I.E. not being able to attack from within this "other realm". If you are still in the same "realm" then your body should behave like any other body. There would then be risk that you can't just walk past the orcs because you'd bump into them. They could still smell you? Feel your presence? There are numerous reasons why an NPC could block/stop an invis character and if we go by what has been done in the past with Darkness/Stealth, then the changes make sense to limit abuse and fit more within the realm of what makes sense.

Windemere
This may depend on the spell. Invis may turn you incorporeal(relative to which plane you left/are on) with full situational awareness, and in order to attack something, you may need to break the spell(s), returning you to the "prime material plane" before you engage.

So, if you are invisible and incorporeal, you may pass through physical objects with no issues, or, if you have similar restrictions like the classic d&d wraithformspell, you only need a physical opening (as in, not airtight) to enter/pass unnoticed.

In fantasy, many angles how invis, or invis + secondary and tertiary spells may function without restricting them to full physical bodies.
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Jhael
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Re: Invisibility and Blocking Rooms

Post by Jhael » 14 Jan 2014 19:40

Manglor wrote:Guilds hoard items because they break too easily. No weapons/armours should break before stuck at scarred by battle/vbs. But instead, you have a sense of urgency to hoard 'in case they break.'
I believe that this is one reason why being able to bypass rooms/guards that would normally block is problematic. I think the abilities are not the problem in and of themselves, but when you combine the abilities with the equipment system, we have a bad situation where certain guilds have definite advantages over others. Combine that, too, with the amount of work that non-bypassing guilds have to do to get to the item just to find that it's already been taken ... :cry:
Last edited by Jhael on 14 Jan 2014 21:05, edited 1 time in total.

Draugor
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Re: Invisibility and Blocking Rooms

Post by Draugor » 14 Jan 2014 20:01

Kas wrote:So, having an ability to get a quick access to some npc or area breaks the game. Is this your opinion? Just asking so we are clear on this.

It creates a VERY unfair advantage especially on NPCs such as... oh the orc captain that has a whole room of blockers ahead

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Amorana
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Re: Invisibility and Blocking Rooms

Post by Amorana » 14 Jan 2014 20:57

Manglor wrote:I guess. I think the problem still is that mortals feel as though they can't play with anything but the best and what was the best 5-10 years ago is now crap. Give players a taste of armours/weapons that are gamebreaking and you create a monster, literally. We did fine before the MBP.

Guilds hoard items because they break too easily. No weapons/armours should break before stuck at scarred by battle/vbs. But instead, you have a sense of urgency to hoard 'in case they break.'


10 years ago, people also weren't fighting many of the super-sized super-abilitied mobs that exist today. The combat system also hadn't been redesigned as it is today. The fact of the matter is, the AMC, blue shin guards, silvery bracers, and golden wing dragon helm just doesn't cut it anymore. I teamed with super sized Mersereau the other day wearing 'average' gear. He was bleeding health at a rate almost too much to make it worth it.
Zhar wrote: "Man, this guild I'm in is so god damn powerful! Please nerf or I'll have to leave it because it's no fun any more..."

Celephias
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Re: Invisibility and Blocking Rooms

Post by Celephias » 14 Jan 2014 21:36

Amorana wrote:
Manglor wrote:I've had the same problem with the orc camp in Bree. As a solo player killing the groups of 5 guards to get into the camp is a slow process. One that's arguably as slow as the groups of orcs before the captain. Keep in mind that they stun you and this dramatically slows down the fight.

I've often taken 8-10 mins to kill them (neidar ftw) to just find a Ranger killing Gorgun and his cronies. It sucks. But that's the price you pay for not having stealth abilities. I think the bigger problem is that guards that can block you continue to do so when you're 'much' bigger than them. That doesn't make sense.

But how much of Genesis actually does, in fact, make sense?

You're looking at this as a victim, saying "That's not fair." Instead of saying, IMO, "That f*cking sucks, lucky bastards with invis!" You don't have to like it, and it doesn't have to be fair.
Eh, a valid secondary example, but I'm not sure I come to the same conclusion. Does it not feel a bit odd that certain guilds (who items benefit greatly) have quicker access to those items than others? Especially with gear that's limited?

I also think the problem is entirely solvable without modification of current abilities - get rid of the silly limits on gear. Make all "great gear" rare spawns that may or may not be found, but don't limit it to x number of items. Then it doesn't matter if someone is better at getting there than you are - you'll find it eventually if you put in the time and effort.
I can't imagine Amorana even have the str to wear it with her waifish figure. Cel has no problem with his jacked legs though ;-)

Becka
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Re: Invisibility and Blocking Rooms

Post by Becka » 14 Jan 2014 22:00

Your best bet to watch Morgul Mages without robes is to buy a membership to the Morgul Gym. Especially in the mornings. Pharazon sells memberships, Elves get in free.

Ydred
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Re: Invisibility and Blocking Rooms

Post by Ydred » 14 Jan 2014 22:19

Some of this could also be applied to mobs that hit you a lot harder if you are drunk.

Guilds who are balanced around having to drink to stay 'fit' must spend the time it takes to get sober to get the items these guys have. Whereas Guilds who were balanced to not need booze .... well they just waltz right in and kill them easy. And the mobs are cake if you are not drunk.

What this is is a major boost to those who were balanced to fight all mobs without alcohol ... and then they get some freebies that others have to plan for hours to be ready for (or probably die in the case of some maulings).

Remove all alcohol checks. It is an outdated system that only helps those who are made to not need what everyone else does and love ... booze!

Not to mention ... goodies have no flying mounts (I dont know all goodies though) .... get rid of portals and flying mounts for all evils.

Also ... since knights get screwed on both invis non blocking mobs and alcohol mobs ... can you make me a charge to next room command that allows me to break the blockade!
Last edited by Ydred on 14 Jan 2014 22:29, edited 1 time in total.

Kiara
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Re: Invisibility and Blocking Rooms

Post by Kiara » 14 Jan 2014 22:28

I couldnt dream of getting the MPB at all. I mean I can barely kill Kernan... and I am two mortal levels above you Amorana. I havent tried sneaking past the guards. I mean why would I? I could never kill him anyway. Not even an army of kenders would have a chance. You and Jhael can it seems? Maybe you can even do it alone??

Most solo champions or two-person teams of champions of any guild probably could not kill that orc either. MAYBE if you're stuffed with all sorts of trinkets you can find. Maybe. Which gives BOTH scops and mages a big advantage in getting that EQ? And other guilds who have helpful abilities for defeating that particular orc.

On the other han you cant borrow stuff from people... or sneak around. Or use some other kendery tricks.

Different guilds are good at different things. You can apparently win encounters with the orc captain, so you're better off than most regarding that. Mages can both beat him and sneak past the guards, so they're better off than you.

I dont think there's anything wrong with that really? Some mages seem to love camping EQ. You could do it it too? I suppose you could set up camp past those guards if you wanted?

I think if you have high sneak and/or invisibility there should be advantages for it. Sneaking past some NPCs to get EQ sounds like a reasonable advantage I think. Fighting from invis, or becoming invis in the middle of a fight etc, I dont think are reasonable. But I dont think anyone can do that anymore? (I hope not at least).

Kiara
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Re: Invisibility and Blocking Rooms

Post by Kiara » 14 Jan 2014 22:37

Amorana: I however completely agree that removing this "unique" thing on items would be much helpful for many things. I am guessing this particular incident happened when mages tries to recycle their platemails, and you tried to beat them to it? Or?

As you say, with a tiny chance of random drops at all times it would be much more fair and fun for everyone I think. Fine, you couldnt recycle your stuff and always have it, which will make some people grumpy. And yes, Fluffy has decided to gather all Quickwoods to "punish me", I guess thats a perfectly fine thing to do, keeping stuff from your enemies hands. But apart from that aspect I see little good with this unique item system, and for the overall experience of the game I think it'll be much more enjoyable when you know there is ALWAYS a chance your EQ raid will be successful. In many cases these days you already know there is no use to go after certain items, since you already know a group of people have all of the said items. And they dont have it to punish you or anything, they just like hoarding and recycling. Which is fun for them, but for most people it takes away a lot of the fun in hunting for EQ though.

And really, is recycling REALLY that fun? Does even you recyclers really ENJOY It??
Last edited by Kiara on 14 Jan 2014 22:39, edited 1 time in total.

Manglor
Rising Hero
Posts: 322
Joined: 16 Sep 2013 17:30
Location: Dieppe, NB, Canada

Re: Invisibility and Blocking Rooms

Post by Manglor » 14 Jan 2014 22:39

ydred wrote:Some of this could also be applied to mobs that hit you a lot harder if you are drunk.

Guilds who are balanced around having to drink to stay 'fit' must spend the time it takes to get sober to get the items these guys have. Whereas Guilds who were balanced to not need booze .... well they just waltz right in and kill them easy. And the mobs are cake if you are not drunk.

What this is is a major boost to those who were balanced to fight all mobs without alcohol ... and then they get some freebies that others have to plan for hours to be ready for (or probably die in the case of some maulings).

Remove all alcohol checks. It is an outdated system that only helps those who are made to not need what everyone else does and love ... booze!
I think the code should be removed as the coding wizard(s) have long since been ousted and their code has been shown to be detrimental to the overall game. But that's just my two cents. But coding npcs to be easier for certain guilds isn't exactly new to Genesis.

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